;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).
^
"Tim" is the Uzbek name given to Passageways, similar to
bazaars.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Communism).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).
^
Taqs are "trade domes".

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).
^
Medreses are similar to Universities places of higher
education in the Islamic World.

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
(Pyramids)
^
Counts as a Granary in every one of your cities.
^
Built in typical Timurid style, this Mausoleum complex is unique in it's size. It includes
a mausoleum, a gigantic audience hall, a mosque, a library, a kitchen, living quarters and so on. 
It was built between 1389 and 1399.

@;Hanging Gardens
@PEDIAIMPROVE40
(Hanging Gardens)
^
One extra happy citizen in every city.
^
The Bibi-Xhanum Mosque in Samarqand is one of the most famous representors of Uzbekistan.
It was built between 1399 and 1404 and once again shows the very typical Timurid architectural
style.
The structure itself is unlike most other mosques, as it is actually an assemblance of several
smaller mosque united under the typical Timurid dome. 

@;Colossus
@PEDIAIMPROVE41
(Colossus)
^
City produces one extra trade arrow in each square that
already produces one.
^
The Silk route is one of the oldest and the largest caravan route still existing. 
At many stops, there are caravanserais, trade posts mostly including a bazaar, a 
stable for the horses and camels, sleeping quarters etc.
For more than a millenium the Silk Route was the only permanent connector between 
Europe and China. Samarqand, the largest city on the Silk Route, became one of the
largest and richest cities in the world.

@;Lighthouse
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
(Great Library)
^
Civilization receives any civilization advance
already discovered by two other civilizations.
^
The Khodja-Mashhad Medrese is the oldest Medrese of Central Asia. It consists of
two domes, one of which originally built as a mausoleum, the other one built as a 
mosque. Even though they look almost identical, they were built almost two centuries
apart from each other.

@;Oracle
@PEDIAIMPROVE44
(Oracle)
^
Doubles the effect of all of your temples.
^
This architectural wonder consisting of a medrese and a mosque standing parallely
to each other forms the center of the city of Bokhara. The site is dominated by the Kalan
Minarett of 1127, which was built for an earlier mosque, replaced by the present one
in the 12th century; the Medrese of Mir-i Arab was completed in 1536.

@;Great Wall
@PEDIAIMPROVE45
(Great Wall)
^
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.
^
This masterpiece of world architecture has a 25m wide dome, which was often
compared with the dome of Florence. Although built during the same time between
1315 and 1325, but neither one was influenced by the other. The present form
consists only of the tomb itself with half the ceramics which originally decorated
the dome, but previously there were several other buildings, including the Kenotaph 
(honour grave) of the Sultan surrounding it.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
(Sun Tzu's War Academy)
^
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
^
The Safavaya order was one of the most influental chivalric orders of 
Persian history. It was founded in 1301 by Shaikh Safi, and in 1501 Shah
Isma'il defeated the Turkmen Aq Qoyunulu, establishing Safavid rule in
Persia. After a political crisis, in which parts of Persia became independent
the Safavid rule fell in 1779 to the Qadjars.

@;King Richard's Crusade
@PEDIAIMPROVE47
(King Richard's Crusade)
^
Every square in the city's radius produces an extra
resource "shield".
^
Tamerlane, or Timur Lenk, as he is called in Central Asia, was one of the
greatest conquerors in Asian history. His empire stretched from Central 
Asia to the Arabian Desert and included parts of India. Although he was
more cruel than any other conqueror, he is still popular amongst the people
of Central Asia today, for gifting them with an individual culture and
providing them with a unique feeling of pride.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
(Marco Polo's Embassy)
^
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).
^
The Shah-i Zinda is a Necropolis (a large cementary) consisting of many 
impressive tombs that are lined up along a road in Samarqand. The oldest 
of it's buildings, the tomb of Turkan-aka, was completed in 1372. 
It is built in the typical Timurid style of domes and blue ceramics.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
(Michelangelo's Chapel)
^
Counts as a Monastry in each of your cities.
^
The Great Friday Mosque of Herat is one of the most beautiful 
mosques of Central Asia. It was built in the final years of Ghiyath
ad-Din Muhammad, a king of the Ghurids in 1200/01. It was revised and
newly decorated by the Timurids in the end of the 14th/beginning
of the 15th century.

@;Copernicus' Observatory
@PEDIAIMPROVE50
(Copernicus' Observatory)
^
Increases science output of city by 50%%.
^
Ulugh Beg (reigned 1394-1449), the Grandson of Tamerlane,
was one of the wisest men of Samarqand. In 1428/29 he
built this great observatory, whic was centred by a 
sun measurer. Today, only the gate and remains of the walls still
stand.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
(Da Vinci's Workshop)
^
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.
^
Marco Polo was a trader, writer, and world traveler who lived in 
the late 13th and early 14th century. Starting as a young boy, he 
began traveling with his father and uncle, who were merchants and 
traders in Venice, along a route that would take him throughout Europe, 
the Middle East, and Asia. Throughout his life, he visited many places 
bringing back detailed information concerning lands that no European 
before him had visited. Polo's book, "The Travels of Marco Polo", 
was the only existing source of reliable information on such exotic 
locales as Siam, Japan, Java, Tibet, and India that existed in medieval Europe.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
(J.S. Bach's Cathedral)
^
Decreases unhappy citizens on same continent by 2 per city.
^
This tonmb is the oldest still-standing building in Kuna
Urgendj. It was formerly thought to be the tomb of a 
theologist named Fakhr ad-Din Razi, but he is buried in Herat. 
This building is propably the mausoleum of Il-Arslan, a 
shah of the Khwarazmians, who reigned from 1156-1172.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
(Adam Smith's Trading Co.)
^
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.
^
This Caravanserai is a symbol for the magnificent Seldjuk infrastructure.
The Seldjuks established a tremendous empire that stretched from far
Central Asia to central Anatolia, and managed to establish a remarkable
infrastructure, with many Caravanserais along the way.

@;Darwin's Voyage
@PEDIAIMPROVE57
(Darwin's Voyage)
^
Two free civilization advances.
^
The Kalan Minarett is the last remnant of the old Friday
Mosque in Bokhara (built in 1127), and soon became the 
symbol of the city. It is ca. 46 meters high and in unique
style and decoration.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
(Eiffel Tower)
^
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.
^
Built in the late 12th century, this 60 meters high part of a group
of 40 towers stands so isolated in central Afghanistan that it was discovered
as late as the 1950s. It is thought to be part of Firuzkuh, a city that was
destroyed by the Mongol Khan Ogadai in 1223.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
(SETI Program)
^
Counts as a medrese in every one of your cities; effectively
doubles your science output.
^
Ulugh Beg built three of the oldest remaining Medreses in Central Asia; this
one, built in Samarqand between 1417 and 1420 is the largest of these and
one of the largest of Central Asia. 

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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